From: Insect 7 of Petalwing Flitter
Ingredients:
- One unbroken strand of Luminous Gossamer Silk
- A spool of thread spun from a willing creature (e.g., sheered wool, harvested cotton)
- A bowl of water that has sat under a full moon for one entire night
- Three drops of pure, liquid silver
- The light from a single, steady candle
Preparation: Set up the workspace in a room illuminated only by the single candle. Unspool the mundane thread and the Luminous Gossamer Silk side-by-side. Tie one end of the silk to one end of the thread with a knot of intention. Begin to slowly twist the two strands together by hand, creating a new, singular thread. As you twist, focus on the candlelight, letting your thoughts be clear and calm. Once the entire length has been twisted into one, dip the newly created thread into the bowl of moonlight-infused water. While it is submerged, add the three drops of silver, which will plate the thread in a microscopic, magical sheen. Slowly pull the thread from the water and allow it to air dry in the darkness before spooling it for use in an enchantment.
Lore of the Weaver’s Charm of the Gentle Glow 14
The origin of this delicate enchantment is not found in a grand mage’s workshop but in the communal homes of the coastal weavers on the Fog-Swept Isles. These artisans, living in a land of near-constant twilight and mist, held a deep reverence for the two sources of gentle light: the moon and the Petalwing Flitter. The charm was born from a desire to create a source of comfort for their children against the oppressive, and sometimes frightening, darkness. It was a way to weave a piece of the moon’s reassuring glow and the Flitter’s gentle soul into a blanket or a small sash, creating a personal, portable ward against fear.
The number 14 is central to the ritual’s ancient tradition and timing. It represents the fourteen nights of the waxing moon. The weaver is meant to gather the ingredients during this period, culminating in the twisting of the thread on the fourteenth night, the night of the full moon when its power is greatest. The ritual is considered a deeply meditative act. It is believed that the weaver’s own thoughts and intentions are spun into the thread alongside the Gossamer Silk; a calm and loving heart results in a bright and steady glow, while a troubled or distracted mind will yield a thread that is dim and flickering. For this reason, master weavers of this charm are often sought out for their placid and kind dispositions as much as for their technical skill. The finished thread is not seen as a simple material, but as a vessel containing the patience of the weaver, the memory of the Flitter’s life, and the blessing of the moon.
Appearance
When created by a tier one avatar, the Weaver’s Charm of the Gentle Glow is functional but clearly the work of a novice. The twist of the thread is inconsistent; in some sections, it is wound too tightly, almost completely obscuring the Luminous Gossamer Silk within the mundane fibers, while in other sections it is too loose, leaving the delicate silk exposed and vulnerable. As a result, the signature glow is patchy and uneven. Instead of a steady, uniform luminescence, the thread has brighter spots that correspond with the loosely-spun sections, connected by lengths of much dimmer, almost inert thread. The glow itself may appear to pulse softly or even flicker, a direct manifestation of the weaver’s unsteady focus and wavering concentration during the delicate, candle-lit preparation. The microscopic silver plating, meant to give it a uniform ethereal sheen, may appear slightly mottled or incomplete under close inspection.
Cost
This is not a material that can be easily bought or sold in a common market. Its price is astronomical due to the extreme rarity of its primary ingredient, the Luminous Gossamer Silk, which can only be ethically sourced from abandoned nests. The additional components, while less rare, still require significant effort or expense to acquire in their pure forms. The process itself is fraught with risk, as a moment’s inattention can ruin the priceless silk. Therefore, a single spool of this thread, enough for a small amount of embroidery, would be considered a luxury item of the highest order. Its cost would be comparable to that of a noble’s courtly attire or a masterfully crafted longsword. It is more often created out of love or devotion than for commercial gain, commissioned by wealthy patrons for significant events like the birth of an heir, or painstakingly created by an individual for a deeply personal purpose.
Tags: Alchemical Component, Enchanting Material, Textile, Tier 1, Luminous, Lunar, Sacred, Protective, Benign, Wearable, Artisanal, Ritualistic, Component, Comforting, Luxury, Rare, Embroidery, Consecrated
How it is Served or Offered
The Weaver’s Charm is not a consumable but a component material, and its use is always deliberate and meaningful. Due to its great cost and sacred nature, it is almost never used to create a full garment. Instead, it is used for fine, detailed embroidery that carries significant personal or symbolic weight.
It might be used to stitch a child’s name onto the collar of their first traveling cloak, to embroider a single, glowing star onto a baby’s blanket, or to trace a protective sigil over the heart of a garment. Diplomats have been known to have a single, subtle line of it woven into the hem of their robes as a sign of peaceful, open intentions during tense, low-light negotiations. When a finished item featuring the thread is presented as a gift, it is an act of deep affection and care. It is often delivered wrapped in dark velvet or silk to protect it from mundane light, and presented at night or in a darkened room so the gentle glow is the first thing the recipient sees. The act of giving is a quiet ritual, a silent wish for the recipient’s comfort and safety.

When an avatar is in close proximity to or wearing a garment into which the Weaver’s Charm of the Gentle Glow has been incorporated, the following senses are activated by its passive, ritualistically imbued properties.
Perception of Sight (Vision)
- What is perceived: A soft, constant, and localized warm light.
- Description: The thread emits a gentle, steady glow, just bright enough to read a book by if the text is held inches away. In a completely dark room, it casts soft, dancing shadows and provides a single, unwavering point of visual focus. A tier one creation, its light is slightly patchy and inconsistent, adding to its soft, organic character.
- Positives: The light is a profound source of comfort, particularly against the fear of total darkness. It functions as a perfect nightlight, providing reassurance without ruining the user’s natural night vision, making it easier to re-adapt if a brighter light is suddenly introduced.
- Negatives: While comforting, the light is a beacon. Its constant, gentle glow makes the wearer subtly yet definitively visible in darkness. This can attract unwanted attention from nocturnal creatures or individuals with keen eyesight, potentially compromising a hiding spot.
Perception of Hearing (Audition)
- What is perceived: A subliminal, low-frequency hum.
- Description: The magic woven into the thread resonates at a frequency that is almost too low to be consciously heard. In a quiet environment, it is perceived less as a sound and more as a deep, steady vibration felt in the bones of the inner ear, similar to the purring of a large cat.
- Positives: This constant, gentle resonance is incredibly soothing. It can help lull a restless person to sleep and provides a “white noise” effect that masks minor, irritating sounds like a dripping faucet or creaking floorboards, promoting uninterrupted rest.
- Negatives: This constant subliminal hum slightly raises the user’s baseline of silence. This makes it more difficult to perceive extremely faint or subtle sounds. Attempting to eavesdrop on a whispered conversation or detect the sound of a creature’s stealthy approach is harder because those faint noises are lost in the charm’s gentle vibrations.
Perception of Smell (Olfaction)
- What is perceived: A faint, clean scent of cool air and natural fibers.
- Description: Emanating from the thread is a clean and pure scent, reminiscent of fresh laundry that has been left out under a full moon or the air just after a cool spring rain. It is a subtle aroma of cleanliness and peace, derived from the ritual’s pure components.
- Positives: The scent is inherently reassuring and calming, evoking feelings of safety, cleanliness, and home. It is a pleasant, non-intrusive aroma that can help ground a person in moments of mild stress.
- Negatives: The scent is too faint and benign to have any significant negative effects. It cannot mask dangerous odors like smoke or gas, and thus carries no real downside.
Perception of Taste (Gustation)
- What is perceived: A heightened awareness of bitterness or impurity in food and drink.
- Description: While the thread itself is never tasted, its purifying aura has an indirect effect on the user’s palate when they are in close contact with it (such as being wrapped in a blanket containing the thread). The charm’s gentle, pure nature makes the user temporarily more sensitive to flavors that are dissonant or “unclean.”
- Positives: This acts as a minor defensive ward. The user is more likely to immediately notice if their food has begun to spoil or if a drink has been tainted with a bitter poison, as the taste will seem exceptionally foul.
- Negatives: The heightened sensitivity is not selective. Normally pleasant and strong flavors, such as a sharp cheese, a bitter medicinal herb, or a dark, roasted beverage, can become temporarily overwhelming or unpleasant to the user.
Perception of Touch (Tactition)
- What is perceived: A distinct, localized warmth and a sensation of profound softness.
- Description: The thread radiates a gentle, constant warmth, a lingering echo of the life force of the Petalwing Flitter from which its silk was sourced. This warmth permeates the fabric immediately surrounding the thread. When touched directly, the enchanted thread feels impossibly smooth and soft to the skin.
- Positives: This warmth provides immense physical and emotional comfort, warding off a chill and giving a feeling of being safely held. A garment with this thread feels significantly warmer and more comforting than its material would suggest.
- Negatives: The localized warmth can create a false sense of security in a dangerously cold environment. A person might not notice the ambient temperature dropping to hazardous levels because the part of them touching the charm remains warm, potentially delaying their response to the onset of frostbite or hypothermia.
Extra-sensory Perception of Emotional Buffering
- What is perceived: A gentle filtering of sharp, negative emotions, primarily fear.
- Description: The charm’s primary function is to act as an emotional buffer. It doesn’t eliminate fear, but it softens its sharpest edges, turning a jolt of panic into a more manageable wave of alarm, or a sense of creeping dread into a state of heightened caution. It provides a constant, subliminal feeling of reassurance, like a protective presence.
- Positives: This effect provides significant emotional resilience and comfort, especially in stressful or frightening situations. It allows the user to think more rationally when they might otherwise be overwhelmed by panic, aiding in problem-solving and survival.
- Negatives: The emotional filter is not specific to fear. It can also dampen other emotional spikes, causing moments of extreme joy or excitement to feel somewhat muted. Critically, by reducing the immediate, sharp terror of a situation, it may cause a person to underestimate a truly deadly threat, reacting with calm caution when panicked flight would have been the more appropriate and life-saving response.
Extra-sensory Perception of a Benign Presence
- What is perceived: A clear, simple, and non-threatening signature on a magical or psychic level.
- Description: The charm does not hide the wearer’s aura but clarifies it, smoothing out the chaotic “static” of normal emotional and spiritual energy. To those with the senses to perceive it, the wearer’s presence is marked by an aura that is unmistakably peaceful, simple, and benign.
- Positives: Creatures that are territorial or predatory but sensitive to magical intent may choose to ignore the wearer, perceiving them as non-threatening and not worth the effort. It can act as a passive signal of “no hostile intent” to spirits and other magical beings.
- Negatives: The signature, while peaceful, is also distinct and clear. It makes the wearer impossible to miss for anything that can perceive auras. For a malevolent entity that specifically hunts for sources of pure or holy energy to consume or corrupt, this charm transforms the wearer from an anonymous person into a shining, irresistible target.
An attuned item into which the Weaver’s Charm of the Gentle Glow has been stitched does not hold charges innately. To awaken its potential, the avatar must perform a short, quiet ritual, leaving the attuned item exposed to the light of a full moon for at least one hour. This process imbues the thread with a single, activatable “Lunar Charge.” The charge remains latent within the item until the wearer decides to expend it. Only one Lunar Charge can be held at a time, and if it is not used, it will fade with the next sunrise.
- Warding Glow (Enhancement): This ability causes the gentle, passive light of the thread to flare into a powerful, protective beacon. As an action, the avatar can expend the stored Lunar Charge, causing the embroidered thread to shine with a brilliant yet soft, silvery-white light that casts no harsh shadows. This light is anathema to creatures of darkness and fear. The wearer and any allies within 10 feet of them are immediately freed from any magical fear effects they are suffering from. For the next minute, all affected allies are immune to magical fear and gain a +1 bonus to saving throws against effects that would cause despair or hopelessness. The brilliant light itself lasts for only a single round, but the protective after-effect remains for the full minute.
- Beacon of Solace (Buff): This ability allows the avatar to actively project the charm’s peaceful aura to influence others. By using an action, the wearer can expend the Lunar Charge to amplify the item’s benign presence. For the next ten minutes, the avatar’s words and demeanor carry an echo of undeniable sincerity and peace. This grants them a significant, tangible advantage on all social skill checks related to de-escalating conflicts, calming agitated creatures, negotiating peace, or convincing others of their non-hostile intentions. This is not a magical charm that overrides free will, but a powerful enhancement of persuasive grace that makes peaceful resolutions far more likely.
- Heart’s Light (Ability): This is a focused, defensive use of the charm’s protective magic, allowing the wearer to shield another from mental or emotional harm. When an ally within arm’s reach is targeted by an effect that causes psychic damage, instills madness, or forces a state of magical despair, the avatar can use their action to touch the ally with the attuned item and expend the Lunar Charge. The charge acts as a spiritual lightning rod, drawing the harmful energy into the thread where it is neutralized and purified. The targeted magical effect is completely negated for the ally. This is an instantaneous effect that consumes the Lunar Charge.
- Gentle Rebuke (“Attack”): This ability weaponizes the charm’s inherent purity against creatures fueled by negative emotions or unholy energy. As an action, the avatar can present the attuned item towards a single creature within 30 feet that is undead or known to feed on emotions like fear or pain. The avatar expends the Lunar Charge, and a beam of soft, silvery moonlight lances out from the thread towards the target. This is not a physically damaging attack. The target is instead struck by an overwhelming wave of positive, tranquil energy which is anathema to its nature. The creature must make a difficult saving throw based on its force of will. If it fails, it is stunned for one round and becomes frightened of the wearer for one minute, unable to willingly move closer to them. This allows a new saving throw at the end of each of its turns to end the frightened condition.
Impatient Hand and Cold Light
In the Fog-Swept Isles, where the sea and sky are one grey color for much of the year, lived the people of the loom. Their craft was known in many lands, but their greatest secret was the Weaver’s Charm, a thread that held a gentle light. It was a making of comfort against the long, dark nights. The keeper of this knowledge was an old woman, Anya, whose hands were slow but whose heart was full of the quiet ways.
One season, a great fog came from the ocean. It was a fog not only of water but of fear. It seeped through the walls and brought bad seeings in sleep. The children of the village would cry in the night, and the need for the comfort of the Weaver’s Charms was a great need. Anya began the making, as was the tradition. Her hands were slow hands. She took the Gossamer Silk from a nest long abandoned, a nest that had become part of the forest again. For fourteen nights of the waxing moon, she did the work, a small work each night. The moonlight filled her water bowl, night by night. Her candle was her only companion.
Her apprentice was a young woman named Lena. Lena had fast hands. Her skill with the needle and thread was a great skill, a marvel to see. But her heart was an impatient heart. She saw the fear of the children and she saw the slowness of Anya. She said with her mouth, “The need is a great need. The slowness is a bad thing. I am skilled. I can make the thread with more speed.”
So Lena made a fast making. She did not wait for a nest to become old. She found one where the young had just learned to fly; it was empty but still held the warmth of recent life. This, she thought, was a good thing. She did not use the wool given freely from the community’s flock; she used a perfect, clean spool of thread bought from a merchant, for its quality was high. The water for her ritual saw the moon for only one short time, for she thought moonlight is moonlight, and more time is a waste of time. She used not one candle’s heart-light for her focus, but many bright magical lamps so she could see her quick work with more ease. Her thread was finished in a single night. It had a great shine, a brighter shine than the old way, and she was proud.
She quickly embroidered many small blankets with her bright thread. She gave them to the families with the frightened children. At first, the parents were thankful for the bright light that pushed back the fog’s darkness. But a strange thing happened. The light from Lena’s thread was a cold light, a sharp light. It kept the dark away, but it did not keep the fear away. The children in their beds were more restless than before, their eyes wide open in the sterile, unwavering glow.
Then Anya, after her fourteen nights of patient work, finished her first blanket. Its embroidered star gave a small light. It was a patchy light, a soft light. It seemed to breathe with a slow life. She gave it to the most frightened child in the village, a boy who had not slept in three nights. The boy held the blanket, and the warmth of it was a true warmth. The small, soft light did not fight the darkness, it made a peace with it. The boy’s eyes did close, and he found the land of no seeings.
Lena saw this with her eyes, and her heart understood the truth. Her thread was bright with skill, but it was cold with impatience. Anya’s thread was dim with age, but it was warm with love. The magic was not a thing to be captured in the thread, but a thing to be woven into it, stitch by slow stitch. Humbled, Lena went back to her teacher and put her fast hands into Anya’s slow ones, ready to learn the making from its true beginning.
Moral: A fast ship may cross the water, but a slow root will hold the stone.
Suggested conversions to other systems:
Call of Cthulhu
Embroidered Ward of Tranquility
This item is not the thread itself, but a mundane object (a scarf, the lining of a coat, a blanket) into which the glowing thread has been carefully stitched in a complex, non-Euclidean, yet strangely soothing pattern. The ward emits a soft, constant light, too faint to be seen except in near-total darkness. It is an item of profound comfort in a world defined by encroaching dread.
- Game Mechanics: The ward’s effects are primarily passive and long-term.
- A Quiet Soul: While the ward is in their possession, the investigator finds their mind slightly shielded from the horrors of the cosmos. During the Investigator Development Phase, the character may restore 1 additional Sanity point.
- Beacon of Hope: The ward’s gentle light provides a focus in the darkness. When in a situation of magical or mundane darkness, the wearer gains a bonus die on any POW roll to resist fear or despair.
- Warding Flare: Once per scenario, when an investigator would suffer a Bout of Madness, they may clutch the ward. The ward’s light flares brightly for a moment and then goes dark for 24 hours. The investigator does not suffer the Bout of Madness, though they still lose the Sanity points that triggered it.
Blades in the Dark
Glimmer-Thread Charm
A personal charm, usually a worn piece of clothing like a glove, sash, or coat lining, embroidered with a glowing, otherworldly thread. These are rare, often passed down through families of scholars or diplomats, and are highly sought after by those whose work brings them face-to-face with the city’s ghosts and terrors. It is a Worn item and takes up one load.
- Game Mechanics: The Glimmer-Thread Charm provides a constant, subtle benefit to its wearer.
- Passive – Soothing Presence: When you indulge your vice to relieve Stress, you always clear 1 additional Stress.
- Active – Beacon of Solace: Once per score, you can channel the charm’s peaceful aura. When you make a Consort or Sway roll intended to de-escalate a conflict or calm a nervous individual, you may add +1d to your roll.
- Active – Repel the Unquiet: Once per score, you can present the charm to a ghost or horror. Roll your Resolve. On a 6, the spirit is momentarily pacified and will not act aggressively unless provoked. On a 4-5, it hesitates, and its next action has reduced effect. On a 1-3, your attempt to pacify it only enrages it further.
Dungeons & Dragons (5th Edition)
Mantle of the Gentle Glow Wondrous item, uncommon (requires attunement)
This item is a simple cloak, blanket, or scarf of fine, dark wool, with a single, intricate pattern embroidered into its hem or collar using a thread that glows with a soft, silvery-white light. The embroidery feels impossibly soft and is warm to the touch.
- Game Mechanics: While wearing this mantle, you gain the following benefits:
- The embroidered thread sheds dim light in a 5-foot radius.
- You have advantage on all saving throws against being frightened.
- The mantle has 3 charges. It regains 1d3 expended charges daily at moonrise. You can expend its charges to activate the following properties:
- Warding Glow (1 Charge): As an action, you can cause the embroidered thread to flare brightly. Each creature of your choice within 10 feet of you (including yourself) is immediately cured of the frightened condition.
- Gentle Rebuke (2 Charges): As an action, you can present the mantle and expend two charges to rebuke an undead creature you can see within 30 feet. The creature must succeed on a DC 13 Wisdom saving throw or be turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you.
Knave (2nd Edition)
Glow-Thread Ward Worn Item, 1 Slot
A simple woolen cloak, sash, or blanket marked with a single, glowing embroidered symbol. The thread is impossibly soft and warm, and its light, though faint, is profoundly comforting.
- Game Mechanics:
- Passive Effect: The ward emits a soft glow, illuminating your space. While wearing or holding the ward, you are immune to fear caused by non-magical sources (e.g., mundane darkness, corpses, mundane beasts).
- Active Effects (Once per day each):
- Dispel Fear: As an action, you can touch a creature (including yourself) to immediately end any magical or supernatural fear effect they are suffering from.
- Repel the Unliving: As an action, you may present the ward to a single undead creature. The creature must succeed on a Willpower saving throw or be forced to move away from you for the next 10 minutes. It will not willingly approach you during this time.
- Soothing Presence: You may declare you are using the ward’s aura before making a reaction roll when meeting an NPC. The result of the reaction roll cannot be Hostile.
Fate Core System
The Weaver’s Gentle Ward
This is a narrative item, not a piece of gear with a simple mechanical bonus. The ward is an Aspect attached to the character, representing a physical item they possess, such as a family blanket, an old military sash, or a simple cloak, into which the glowing thread is woven.
- Aspect: Embroidered with a Soothing Light
- Game Mechanics: As with any Aspect, you can Invoke it by spending a Fate Point to gain a +2 bonus or reroll the dice. This is appropriate for:
- Overcome actions when resisting fear, despair, or mental intrusion.
- Create an Advantage actions when trying to calm another person or animal using your Rapport or Empathy skill.
- Defend actions against social or mental attacks that rely on intimidation or terror.
- The GM can also Compel the Aspect. For example, the thread’s gentle but noticeable glow might attract unwanted attention in the dark, or its purity might react painfully to a source of great corruption nearby.
- Special Stunt: Once per session, you may use the ward’s full power. You can declare you are creating a temporary situation Aspect, such as Sanctuary of Calm Light, on your current zone. This Aspect has one free invocation that you or your allies can use.
Numenera & Cypher System
Soothing Light Weaver
This item is not a single-use cypher, but a persistent, reality-bending Artifact from a prior world. Its technology seems to blend organic material and light manipulation in a way that soothes the mammalian nervous system.
- Level: 1d6+1
- Form: A cloak, sash, or blanket made of a dark, resilient fiber.
- Effect (Passive): The wearer’s mind is shielded by the constant, gentle resonance of the artifact. They gain a +1 bonus to their Intellect Armor. The thread embroidery sheds dim light in immediate range.
- Effect (Active): As an action, the wearer can cause the threads to flare with a soft, warm light, creating a zone of tranquility that extends to short range. For one minute, any task performed by the wearer or their allies within this zone to resist fear, charm, or other forms of mental influence is eased by one step.
- Depletion: 1 in 1d20. (The GM should have the player roll for depletion each time the active effect is used).
Pathfinder (2nd Edition)
Warden’s Embroidered Mantle | Item 4 Uncommon, Abjuration, Invested, Light, Magical Price 80 gp Usage worn cloak; Bulk L
This dark woolen cloak is surprisingly warm. Stitched into the hem is a complex, flowing pattern using a silvery thread that feels impossibly soft and emits a faint, pearlescent glow.
- Game Mechanics: While wearing this invested mantle, you gain a +1 item bonus to saving throws against effects with the fear trait. The embroidery on the mantle sheds dim light in a 5-foot radius.
- Activate [one-action] Command; Frequency once per hour; Effect You draw upon the mantle’s protective energy. You and all allies in a 15-foot emanation gain 5 temporary Hit Points. These temporary Hit Points last for 1 minute.
- Activate [two-actions] Command, Interact; Frequency once per day; Effect You present the mantle towards a creature with the undead or fiend trait that you can see within 30 feet. The target must attempt a DC 19 Will save.
- Critical Success The creature is unaffected.
- Success The creature is Frightened 1.
- Failure The creature is Frightened 2.
- Critical Failure The creature is Frightened 3 and is also Fleeing for 1 round.
Savage Worlds Adventure Edition (SWADE)
Moth-Wing Charm
This charm is typically a heavy cloak, traveler’s blanket, or a simple scarf, making it a common sight on adventurers and traders. Woven into the fabric is a single, intricate design using the luminous “moth-wing” thread. The item is valued for its ability to bolster courage in the face of the unknown.
- Game Mechanics:
- Passive – Heartening Glow: The wearer adds +1 to their Spirit rolls to recover from being Shaken.
- Active – Dispel Fear: As an action, the wearer can cause the embroidered design to flare with silvery light. The wearer and all allies within a Large Burst Template centered on them are immediately able to attempt a free Spirit roll to recover from the Fear condition or any fear-based effect. This is a free roll and does not require a Benny. This power can be used once per day.
- Active – Soothing Presence: The wearer can initiate a Support or Test action using their Persuasion skill on an ally to remove the Distracted or Vulnerable status if it was caused by a fear or intimidation effect.
Shadowrun, Sixth World
Glimmer-weave
Glimmer-weave is not a single item, but a specialized form of magical enchanting that intertwines a mundane fabric with stabilized threads of astral light. Most commonly applied to armored jackets, cloaks, or corporate-branded scarves, Glimmer-weave provides a constant, low-level ward against mental intrusion and fear, making it popular with bodyguards and face characters who operate in high-stress environments.
- Type: Enchanting (applied to one piece of armor or clothing)
- Effect: The wearer gains a +1 dice pool bonus to all Composure tests made to resist fear or intimidation. The thread itself sheds a very faint light, which may impose a -1 dice pool penalty on Stealth tests in complete darkness at the GM’s discretion.
- Active Use (Warding Flare): As a Minor Action, the wearer can choose to gain 1 Edge. If they do, the Glimmer-weave flares with a silvery light for one Combat Round. During this round, the wearer and any allies within 5 meters of them are considered to be in a “Sanctuary” and cannot be affected by any new spell or effect that causes fear. The flare-up then ends, and the passive Composure bonus is suppressed for the next hour as the magic recharges.
Starfinder
Wayfinder’s Comfort Cloak | Level 4 Price 2,100 credits Type Magic Item (Worn); Bulk L
This fashionable but durable cloak is a favorite among Starfinder Society members assigned to explore unsettling alien ruins or negotiate with intimidating species. The cloak’s hem is embroidered with a complex, silvery-white pattern that emits a soft, warm light upon command.
- Game Mechanics: The wearer of this cloak gains a +2 circumstance bonus on all saving throws against fear effects.
- As a move action, the wearer can cause the embroidery to begin glowing, shedding normal light in a 10-foot radius. This light can be extinguished as a move action.
- Beacon of Courage (once per day): As a standard action, the wearer can cause the cloak to flare with brilliant, comforting light. The wearer and all allies within 20 feet who can see the flare gain 5 temporary Stamina Points. These temporary Stamina Points last for 1 minute.
- Shared Resolve (once per day): When an ally within 30 feet of you fails a saving throw against a fear effect, you can spend your reaction to allow that ally to immediately reroll the saving throw with a +2 morale bonus.
Traveller (Mongoose 2nd Edition)
Zhodani Comfort-Weave Shawl
Not a piece of technology, but a cultural artifact acquired from the Zhodani Consulate. This shawl is woven from the silk of a carefully bred psychic creature, and the patterns are said to be a physical representation of calming thoughts. It is worn by Zhodani diplomats and nobles to maintain mental equilibrium.
- Tech Level: 10 (as psionic biotechnology)
- Legality: Legal, but owning one may draw the attention of Zhodani authorities (Legality 4).
- Effect: The wearer of this shawl presents an aura of unshakeable calm. Any character attempting to use a social skill like Deception (intimidation) or Persuade (threaten) against the wearer suffers one Bane on their skill check.
- Furthermore, once per game session, the wearer can draw upon the shawl’s psionically-imprinted tranquility. They may add a Boon to a single Diplomat, Persuade, or Leadership check, provided the check is being made to de-escalate a conflict or reassure a frightened individual.
Warhammer Fantasy Roleplay (4th Edition)
The Widow’s Embrace
A heavy, dark woolen shawl or cloak, surprisingly warm and comforting. A complex pattern is stitched into the border with a silvery thread that seems to drink in the surrounding gloom, glowing faintly in return. These items are said to have first been woven by a grieving widow to protect her children from the terrors of the night, and they carry a powerful aura of melancholy defiance.
- Type: Magical Item
- Effects: The wearer of The Widow’s Embrace is shielded from the daily dread of the Old World.
- The wearer automatically passes all Tests against Fear caused by mundane sources (gore, heights, powerful but non-supernatural foes).
- When required to make a Cool Test to resist Fear caused by a supernatural creature or event, the wearer may add a bonus of +20 to their Cool Characteristic for that Test.
- Flare of Courage (Once per day): As an Action, the wearer may cause the embroidered thread to glow with a strong, silver light. The wearer and all allies within 4 yards who can see the glow may immediately make a Challenging (+0) Cool Test. If successful, they remove any one Broken Condition they are currently suffering from.
